Maya Animation :: Creating Inbetween For Corrective Blendshapes?

Mar 14, 2012

How to create inbetweens for corrective blend-shapes and reversed shapes.

For example if we have 2 poses, "lidClose" and "browDown" with 3 betweens for each. It's not hard to create the corrective and reversed blends but it's very confusing to create inbetweens for reversed shapes.

Although logically it looks simple but it's been impossible for me.

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Maya Animation :: Are Corrective Blend Shapes Broken In 2010

Jan 3, 2011

I've recently upgraded from Maya 7 (32-bit Windows XP) to Maya 2010 (64-bit Windows XP). In Maya 7, I used corrective blend shapes to fine tune skin deformations by the bones of a character's skeleton. I used Parallel blending, and it all worked very nicely.

I've been trying to do exactly the same thing in Maya 2010, and it works fine with the character in its default 'T' position. If I then try to pose the character, the corrections become progressively worse the more extreme the pose.

I'm using the same technique as I did in Maya 7, so I'm wondering if something has broken.

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Maya Animation :: Blendshapes Causes New Motion

Sep 29, 2010

I have two models that are identical other than the faces. However, when I apply a blendshape, in addition to morphing between the two faces, motion is created in the legs of the target. These are FBX files exported from MB 2011 into Maya 2011.

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Maya Animation :: Blendshapes Can't Be Applied To Groups

Sep 29, 2011

I was following a digital tutors tutorials mudox to maya creating facial expression. im trying to add my blendshapes manually how they did it in the video by applying the blendshape to a group but its not working at all. i get a error message that says blendshapes cant be applied to groups. how were they doing this this in the video.

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Maya Animation :: Wrap Deformer And Blendshapes?

Sep 27, 2011

I'm trying to use the wrap deformer on an old rig (made with The Setup Machine 2 - non-joint influences). The new geometry I created has blendshapes applied to it. The problem I'm having is that anytime I change my blendshape values and even when just keying a value, I have to wait about 5 minutes before I can do anything else in Maya. Once I have placed just one key, any movement on the timeline has me waiting again. I cannot work like this at all, and goodness knows how it's going to affect batch render time.

Is there any workaround that doesn't involve me skinning my new geometry? I'm working on a tight deadline and I really can't waste any time.

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Maya Animation :: Re-ordering Vertices For Blendshapes?

Jan 7, 2013

how to reorder vertices in a flipped head so blendshapes will work properly (I've modelled left side expressions and would like to just mirror them across if that's possible).

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Maya Animation :: Copy Polygons For Only The Head To Model Into Blendshapes

Jul 7, 2011

We have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.

Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.

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Maya Animation :: Getting Error When Creating Flexor

Jan 9, 2011

l am getting this strange error when creating flexor . l get that error in maya 2009 and 2010 . l have my mesh bind to the bones but l get still that error.

// Error: Cannot add flexor unless skin is bound to joint joint1.

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Maya Animation :: Creating IK Rig For Angled Legs?

May 30, 2011

Im rigging legs for a character atm and the char's legs are sort of at an angle. I havent run into this problem before (or have successfully circumvented it) but now it seems i have to face it fully.

The problem is that the knee moves off to the left/right. My best guess would be to rig it straigth and then move the control into place for the foot. but im wondering if theres another solution to this than that?

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

Feb 17, 2011

I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?

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Maya Animation :: Hide Non-active Animation Layer F-curves In Graph

Apr 18, 2013

My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.

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Maya Animation :: Setting Up A Rope For Animation Based On Control Panel

Jan 20, 2011

I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:

1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated

Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.

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Maya Animation :: Additive Layer Animation For Rapid Prototyping

Dec 11, 2010

I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.

As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.

This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?

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Maya Animation :: Expression To Automate Animation Of Wheels

Oct 10, 2012

I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.

My work flow is as follows:
1 - Export car from Mudbox to Maya
2 - Separate the wheels & center pivot all items
3 - Add NurbsCurves to create a rig
4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation

It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.

I have attached an MB (Maya 2013) so you can see the

problem.mudboxcar_maya_2plusexpression.mb.zip

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Maya Animation :: Blendshape Animation From Motion Capture?

Mar 6, 2012

translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...

Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me

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Maya Animation :: Baking Parts Of Animation Deletes Others

Apr 3, 2011

How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?

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Maya Animation :: ATOM Animation Transfer Between Different Characters

Oct 23, 2012

I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.

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Maya Animation :: Bicycle Type Chain Animation?

Dec 22, 2010

For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.

In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!

Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?

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Maya Animation :: How To Get Random Motion In Camera Animation

Nov 29, 2010

Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.

I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?

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Maya Animation :: Hide / Show Components Within Animation?

Jan 20, 2011

I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.

So i have made my cam from Bottom Left corner to Top Right over 96 Frames.

What i need to do, is make some of the blocks disappear and re appear as the cam pans across.

In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..

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Maya Animation :: Smoothing Key Frame Animation

Dec 29, 2010

I want to key frame animate something to go in a straight line but it seems to start out slowly, speed up, and then slow down again at the end. Is there a way to make it so the object moves the same speed throughout?

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Maya Animation :: Merge Animation Layers

Aug 16, 2010

I have an animation layer that I have exported and Im trying to import it into a new file and then merge it down to the base layer.

what ends up happening is that when I do the merge i get two additional layers. and the layer with the animation stays there. and nothing gets baked. the animation stays in the imported layer.

I should be able to import/export animation layers right?

[URL]........

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Maya Animation :: Image Plane Animation

Jan 5, 2012

I have a image plane. I would like to move the image of the plane in animation. It looks out then masking. I need only some parts of the image in frame one, and I need other parts of the image on frame 100. The plane isn't moving, only the image is moving in the box.

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Maya Animation :: Editing Mocap Animation On Rig

May 23, 2011

I am working on a school assignment where we are to use mocap for character animation...well av gone that far but, now I need to edit the animation to fit better in my animation......below is a playblast of what I have now..i need to have my characters holding onto the broom....

[URL].......

heres also a screenshot.

Using Maya 20121 and Motionbuilder 2012

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Maya Animation :: Animation Doesn't Play

Mar 23, 2011

I've been working on an animation for a week or two and all of the sudden the file no longer plays the animation. The keyframes are there and I can scrub through them, but when I hit play it just hangs on the frame it's already on, it says it's playing (The icon changes to stop and in the corner it says "Hit ESC to stop playing", but nothing moves. I can bring it into older versions of Maya and it plays, but the only other version of Maya I have is 2008 and it doesn't like the transfer from 2011 to 2008.

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Maya Animation :: Animation Version For Pipeline?

Nov 30, 2011

i'm actually starting to design and code the animation part of the pipeline for my studio. So if you have a given shot in a given version, you have a bunch of animations for all characters/props, and you can publish a version of your animation and rollback your animation to older versions.I have two kinds animations exported : one "normal" and a geocache version also. For the geocache, I use Alembic and for the moment I'm pretty happy with the results.

For the "normal" version, i was thinking of using animImportExport module from maya. It seems to work fine, but then comes THE issue I remember having to discuss for hours in all the studios I've worked : what about the constraints?i have my character, for example Ogre_chr (group node) and i export all anim below that node and call it Ogre_chr_Shot101_v01.anim. But if there's a constraint outside the ogre, it won't be exported. I could take the anim of the object that is constraining and add it to my .anim, but imagine two characters interact with one same constraint : saving versions of both characters will cause issues when you play around with loading different versions of both characters.

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Maya Animation :: How To Create A Vacuum Like Animation

Nov 23, 2010

how to create a vacuum sucking animation?

What I need to do is suck little strands of something I made into/thru a hollow a needle.

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Maya Animation :: Animation Combines All Frames

Feb 4, 2014

When I key the arm on frame 1 for instance, then key the hip they both appear on the same frame, meaning if I copy the arm to frame 20, it copies the hip too.Or if I want to adjust the arm on frame 10 it also adjusts the hip (and all the other frames in the scene.)Making it practically impossible to tween anything at all because it's all lumped together.

I deleted my entire walk cycle and started over again, reset the options to default, reloaded Maya... and it's still happening but only in this scene.

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Maya Animation :: Set Driven Key Animation Snapping?

Sep 23, 2011

As I am setting the driven successfully in Maya 2011, and when i am animating the driven controller by using the attribute, the animnation is snapping to the default driven value, to max. driven value, and to min. driven value, So, i can't the see the in-betweeings between to keys.

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3ds Max Animation :: Remove Blues Eye Lines And Text When Creating Animation Preview?

Nov 18, 2011

How do I remove the blues eye lines and text when creating a animation preview?

[URL]

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Photoshop :: Extracting / Replicating Applied Color Corrective Actions?

Oct 7, 2013

Let's say you have two photos - Photo A and Photo B Both Photos are identical in every way, except Photo B had several Color Corrections applied to it. So, in reality, Photo A became Photo B after these Color Corrections were applied.
 
The question is:
Does Photoshop CS6 have a way to analyze Photo B by comparing it with Photo A, then telling you what Color Corrections were applied, (even if you had not recorded a script)?

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